Jayjay's Forum Posts

  • Ah oops, sorry about that! I'll take a look at it tonight

  • No problem delgado, hope it helps! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • That works! Thanks a bunch!

    I have a separate question that I can't figure out at the moment that you might can help with.

    I'm trying to make particles follow a sprite, and i want them to react like physics so when the character moves, they flow from out behind him, but when hes just standing there, they just spawn around him.

    Any ideas on how to achieve this?

    Glad to hear =) and by react like physics do you mean have them bounce off objects they touch? If not, then this might be what you're looking for: https://dl.dropbox.com/u/4714446/ThrusterParticles.cap

  • Hmm, can you upload a source cap file with just the characters and events to move them around?

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  • Looks like it's the "For Each Texture object" loop that's causing the crashing. It seems to be running every tick right now, is that what you need it to do or only during loading new texture files?

  • Hmm, if you remove the attribute "Solid" from the tiled background that should work.

  • Ah I love the Carmageddon games! Nice graphics by the way =)

    Looking forward to seeing what you make this into <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Here's some examples of using the webcam object in CC if it helps:

    As a game (DirectX) - https://dl.dropbox.com/u/4714446/WebcamDirectX.cap

    As an application - https://dl.dropbox.com/u/4714446/WebcamApp.cap

  • Awesome, glad to help Pixel perfick <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Awesome, thanks Yann =D

  • Ah I see, and you can use DropBox to easily upload files =)

    Is this what you're going for? https://dl.dropbox.com/u/4714446/ArrayPowerups.cap

  • There is one case where I didn't know how many frames/files I'd be loading, you may find it interesting to look at the image loading code for the MapObject's

    Hmm, that shouldn't be a problem if it can find each file alright. Can you upload your cap file with just events for texture file loading?

  • Ah that explains it then, unfortunately tiled backgrounds only have box shaped collision masks. You can use a sprite and set it to invisible for the collision masks instead though and it won't cause noticeable latency.

    To start, create them in the level editor for each tiled background, but once you're comfortable with events you can create and position them at each tiled background object during the start of a level.

    Also, chapter 9 in the book has examples not covered in the main games such as editing collision masks if that helps <img src="smileys/smiley1.gif" border="0" align="middle" />

    On spritesheets, you can right click in the frames pane of the Animator settings tab and click "Import frames" and select an image to import or use the additional options to split the image into separate tiles.

    It has some advanced editing features before final import as well, such as choosing a custom background color to erase (colour mask), or rotating individual image/tile pieces.

  • Hi! Thanks for getting my book <img src="smileys/smiley1.gif" border="0" align="middle" /> Would you be able to upload a cap file of what you're trying to do?

    From the sounds of it, you're looking to pick a random object out of 10 with no other conditions for picking them such as: distance away from a central point or pick 10 from many more, and then pick one from this ten. Is that correct?

  • You could add all the objects to a family, and then move the family in front of/behind the other characters as needed.

    Are they using the bone behavior as well or just the main character?